902 lines
23 KiB
C++
902 lines
23 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <atomic>
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#include <cctype>
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#include <cstring>
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#ifdef _WIN32
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#include <windows.h>
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#endif
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#include "AudioCommon/AudioCommon.h"
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#include "Common/CommonPaths.h"
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#include "Common/CommonTypes.h"
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#include "Common/CPUDetect.h"
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#include "Common/MathUtil.h"
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#include "Common/MemoryUtil.h"
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#include "Common/StringUtil.h"
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#include "Common/Thread.h"
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#include "Common/Timer.h"
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#include "Common/Logging/LogManager.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/CoreTiming.h"
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#include "Core/DSPEmulator.h"
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#include "Core/Host.h"
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#include "Core/MemTools.h"
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#ifdef USE_MEMORYWATCHER
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#include "Core/MemoryWatcher.h"
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#endif
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#include "Core/Movie.h"
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#include "Core/NetPlayClient.h"
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#include "Core/NetPlayProto.h"
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#include "Core/PatchEngine.h"
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#include "Core/State.h"
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#include "Core/Boot/Boot.h"
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#include "Core/FifoPlayer/FifoPlayer.h"
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#include "Core/HW/AudioInterface.h"
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#include "Core/HW/CPU.h"
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#include "Core/HW/DSP.h"
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#include "Core/HW/EXI.h"
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#include "Core/HW/GCKeyboard.h"
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#include "Core/HW/GCPad.h"
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#include "Core/HW/GPFifo.h"
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#include "Core/HW/HW.h"
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#include "Core/HW/Memmap.h"
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#include "Core/HW/ProcessorInterface.h"
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#include "Core/HW/SystemTimers.h"
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#include "Core/HW/VideoInterface.h"
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#include "Core/HW/Wiimote.h"
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#include "Core/IPC_HLE/WII_IPC_HLE_Device_usb.h"
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#include "Core/IPC_HLE/WII_IPC_HLE_WiiMote.h"
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#include "Core/IPC_HLE/WII_Socket.h"
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#include "Core/PowerPC/JitInterface.h"
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#include "Core/PowerPC/PowerPC.h"
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#ifdef USE_GDBSTUB
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#include "Core/PowerPC/GDBStub.h"
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#endif
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#include "DiscIO/FileMonitor.h"
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#include "InputCommon/GCAdapter.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/VideoBackendBase.h"
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// This can mostly be removed when we move to VS2015
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// to use the thread_local keyword
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#ifdef _MSC_VER
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#define ThreadLocalStorage __declspec(thread)
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#elif defined __ANDROID__ || defined __APPLE__
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// This will most likely have to stay, to support android
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#include <pthread.h>
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#else // Everything besides VS and Android
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#define ThreadLocalStorage __thread
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#endif
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namespace Core
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{
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// TODO: ugly, remove
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bool g_aspect_wide;
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bool g_want_determinism;
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// Declarations and definitions
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static Common::Timer s_timer;
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static std::atomic<u32> s_drawn_frame;
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static std::atomic<u32> s_drawn_video;
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// Function forwarding
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void Callback_WiimoteInterruptChannel(int _number, u16 _channelID, const void* _pData, u32 _Size);
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// Function declarations
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void EmuThread();
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static bool s_is_stopping = false;
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static bool s_hardware_initialized = false;
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static bool s_is_started = false;
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static void* s_window_handle = nullptr;
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static std::string s_state_filename;
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static std::thread s_emu_thread;
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static StoppedCallbackFunc s_on_stopped_callback = nullptr;
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static std::thread s_cpu_thread;
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static bool s_request_refresh_info = false;
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static int s_pause_and_lock_depth = 0;
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static bool s_is_throttler_temp_disabled = false;
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#ifdef ThreadLocalStorage
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static ThreadLocalStorage bool tls_is_cpu_thread = false;
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#else
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static pthread_key_t s_tls_is_cpu_key;
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static pthread_once_t s_cpu_key_is_init = PTHREAD_ONCE_INIT;
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static void InitIsCPUKey()
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{
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pthread_key_create(&s_tls_is_cpu_key, nullptr);
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}
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#endif
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bool GetIsThrottlerTempDisabled()
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{
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return s_is_throttler_temp_disabled;
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}
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void SetIsThrottlerTempDisabled(bool disable)
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{
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s_is_throttler_temp_disabled = disable;
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}
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std::string GetStateFileName() { return s_state_filename; }
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void SetStateFileName(const std::string& val) { s_state_filename = val; }
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void FrameUpdateOnCPUThread()
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{
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if (NetPlay::IsNetPlayRunning())
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NetPlayClient::SendTimeBase();
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}
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// Display messages and return values
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// Formatted stop message
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std::string StopMessage(bool main_thread, const std::string& message)
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{
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return StringFromFormat("Stop [%s %i]\t%s\t%s",
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main_thread ? "Main Thread" : "Video Thread", Common::CurrentThreadId(), MemUsage().c_str(), message.c_str());
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}
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void DisplayMessage(const std::string& message, int time_in_ms)
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{
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if (!IsRunning())
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return;
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// Actually displaying non-ASCII could cause things to go pear-shaped
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for (const char& c : message)
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{
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if (!std::isprint(c))
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return;
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}
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OSD::AddMessage(message, time_in_ms);
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Host_UpdateTitle(message);
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}
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bool IsRunning()
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{
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return (GetState() != CORE_UNINITIALIZED || s_hardware_initialized) && !s_is_stopping;
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}
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bool IsRunningAndStarted()
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{
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return s_is_started && !s_is_stopping;
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}
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bool IsRunningInCurrentThread()
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{
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return IsRunning() && IsCPUThread();
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}
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bool IsCPUThread()
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{
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#ifdef ThreadLocalStorage
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return tls_is_cpu_thread;
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#else
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// Use pthread implementation for Android and Mac
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// Make sure that s_tls_is_cpu_key is initialized
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pthread_once(&s_cpu_key_is_init, InitIsCPUKey);
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return pthread_getspecific(s_tls_is_cpu_key);
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#endif
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}
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bool IsGPUThread()
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{
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const SConfig& _CoreParameter = SConfig::GetInstance();
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if (_CoreParameter.bCPUThread)
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{
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return (s_emu_thread.joinable() && (s_emu_thread.get_id() == std::this_thread::get_id()));
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}
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else
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{
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return IsCPUThread();
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}
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}
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// This is called from the GUI thread. See the booting call schedule in
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// BootManager.cpp
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bool Init()
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{
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const SConfig& _CoreParameter = SConfig::GetInstance();
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if (s_emu_thread.joinable())
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{
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if (IsRunning())
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{
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PanicAlertT("Emu Thread already running");
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return false;
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}
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// The Emu Thread was stopped, synchronize with it.
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s_emu_thread.join();
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}
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Core::UpdateWantDeterminism(/*initial*/ true);
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INFO_LOG(OSREPORT, "Starting core = %s mode",
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_CoreParameter.bWii ? "Wii" : "GameCube");
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INFO_LOG(OSREPORT, "CPU Thread separate = %s",
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_CoreParameter.bCPUThread ? "Yes" : "No");
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Host_UpdateMainFrame(); // Disable any menus or buttons at boot
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g_aspect_wide = _CoreParameter.bWii;
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if (g_aspect_wide)
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{
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IniFile gameIni = _CoreParameter.LoadGameIni();
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gameIni.GetOrCreateSection("Wii")->Get("Widescreen", &g_aspect_wide,
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!!SConfig::GetInstance().m_SYSCONF->GetData<u8>("IPL.AR"));
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}
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s_window_handle = Host_GetRenderHandle();
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// Start the emu thread
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s_emu_thread = std::thread(EmuThread);
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return true;
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}
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// Called from GUI thread
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void Stop() // - Hammertime!
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{
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if (GetState() == CORE_STOPPING)
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return;
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const SConfig& _CoreParameter = SConfig::GetInstance();
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s_is_stopping = true;
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Fifo::EmulatorState(false);
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INFO_LOG(CONSOLE, "Stop [Main Thread]\t\t---- Shutting down ----");
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// Stop the CPU
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INFO_LOG(CONSOLE, "%s", StopMessage(true, "Stop CPU").c_str());
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PowerPC::Stop();
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// Kick it if it's waiting (code stepping wait loop)
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CPU::StepOpcode();
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if (_CoreParameter.bCPUThread)
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{
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// Video_EnterLoop() should now exit so that EmuThread()
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// will continue concurrently with the rest of the commands
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// in this function. We no longer rely on Postmessage.
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INFO_LOG(CONSOLE, "%s", StopMessage(true, "Wait for Video Loop to exit ...").c_str());
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g_video_backend->Video_ExitLoop();
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}
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#if defined(__LIBUSB__) || defined(_WIN32)
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GCAdapter::ResetRumble();
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#endif
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#ifdef USE_MEMORYWATCHER
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MemoryWatcher::Shutdown();
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#endif
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}
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void DeclareAsCPUThread()
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{
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#ifdef ThreadLocalStorage
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tls_is_cpu_thread = true;
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#else
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// Use pthread implementation for Android and Mac
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// Make sure that s_tls_is_cpu_key is initialized
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pthread_once(&s_cpu_key_is_init, InitIsCPUKey);
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pthread_setspecific(s_tls_is_cpu_key, (void*)true);
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#endif
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}
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void UndeclareAsCPUThread()
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{
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#ifdef ThreadLocalStorage
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tls_is_cpu_thread = false;
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#else
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// Use pthread implementation for Android and Mac
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// Make sure that s_tls_is_cpu_key is initialized
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pthread_once(&s_cpu_key_is_init, InitIsCPUKey);
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pthread_setspecific(s_tls_is_cpu_key, (void*)false);
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#endif
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}
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// Create the CPU thread, which is a CPU + Video thread in Single Core mode.
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static void CpuThread()
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{
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DeclareAsCPUThread();
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const SConfig& _CoreParameter = SConfig::GetInstance();
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if (_CoreParameter.bCPUThread)
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{
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Common::SetCurrentThreadName("CPU thread");
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}
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else
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{
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Common::SetCurrentThreadName("CPU-GPU thread");
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g_video_backend->Video_Prepare();
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}
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if (_CoreParameter.bFastmem)
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EMM::InstallExceptionHandler(); // Let's run under memory watch
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if (!s_state_filename.empty())
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State::LoadAs(s_state_filename);
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s_is_started = true;
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#ifdef USE_GDBSTUB
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#ifndef _WIN32
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if (!_CoreParameter.gdb_socket.empty())
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{
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gdb_init_local(_CoreParameter.gdb_socket.data());
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gdb_break();
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}
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else
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#endif
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if (_CoreParameter.iGDBPort > 0)
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{
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gdb_init(_CoreParameter.iGDBPort);
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// break at next instruction (the first instruction)
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gdb_break();
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}
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#endif
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#ifdef USE_MEMORYWATCHER
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MemoryWatcher::Init();
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#endif
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// Enter CPU run loop. When we leave it - we are done.
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CPU::Run();
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s_is_started = false;
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if (!_CoreParameter.bCPUThread)
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g_video_backend->Video_Cleanup();
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if (_CoreParameter.bFastmem)
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EMM::UninstallExceptionHandler();
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return;
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}
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static void FifoPlayerThread()
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{
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const SConfig& _CoreParameter = SConfig::GetInstance();
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if (_CoreParameter.bCPUThread)
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{
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Common::SetCurrentThreadName("FIFO player thread");
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}
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else
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{
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g_video_backend->Video_Prepare();
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Common::SetCurrentThreadName("FIFO-GPU thread");
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}
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s_is_started = true;
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DeclareAsCPUThread();
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// Enter CPU run loop. When we leave it - we are done.
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if (FifoPlayer::GetInstance().Open(_CoreParameter.m_strFilename))
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{
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FifoPlayer::GetInstance().Play();
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FifoPlayer::GetInstance().Close();
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}
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UndeclareAsCPUThread();
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s_is_started = false;
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if (!_CoreParameter.bCPUThread)
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g_video_backend->Video_Cleanup();
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return;
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}
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// Initialize and create emulation thread
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// Call browser: Init():s_emu_thread().
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// See the BootManager.cpp file description for a complete call schedule.
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void EmuThread()
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{
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const SConfig& core_parameter = SConfig::GetInstance();
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Common::SetCurrentThreadName("Emuthread - Starting");
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if (SConfig::GetInstance().m_OCEnable)
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DisplayMessage("WARNING: running at non-native CPU clock! Game may not be stable.", 8000);
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DisplayMessage(cpu_info.brand_string, 8000);
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DisplayMessage(cpu_info.Summarize(), 8000);
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DisplayMessage(core_parameter.m_strFilename, 3000);
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// For a time this acts as the CPU thread...
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DeclareAsCPUThread();
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Movie::Init();
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HW::Init();
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if (!g_video_backend->Initialize(s_window_handle))
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{
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PanicAlert("Failed to initialize video backend!");
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Host_Message(WM_USER_STOP);
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return;
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}
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OSD::AddMessage("Dolphin " + g_video_backend->GetName() + " Video Backend.", 5000);
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if (cpu_info.HTT)
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SConfig::GetInstance().bDSPThread = cpu_info.num_cores > 4;
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else
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SConfig::GetInstance().bDSPThread = cpu_info.num_cores > 2;
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if (!DSP::GetDSPEmulator()->Initialize(core_parameter.bWii, core_parameter.bDSPThread))
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{
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HW::Shutdown();
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g_video_backend->Shutdown();
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PanicAlert("Failed to initialize DSP emulation!");
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Host_Message(WM_USER_STOP);
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return;
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}
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bool init_controllers = false;
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if (!g_controller_interface.IsInit())
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{
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Pad::Initialize(s_window_handle);
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Keyboard::Initialize(s_window_handle);
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init_controllers = true;
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}
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else
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{
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// Update references in case controllers were refreshed
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Pad::LoadConfig();
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Keyboard::LoadConfig();
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}
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// Load and Init Wiimotes - only if we are booting in Wii mode
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if (core_parameter.bWii)
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{
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if (init_controllers)
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Wiimote::Initialize(s_window_handle, !s_state_filename.empty());
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else
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Wiimote::LoadConfig();
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// Activate Wiimotes which don't have source set to "None"
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for (unsigned int i = 0; i != MAX_BBMOTES; ++i)
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if (g_wiimote_sources[i])
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GetUsbPointer()->AccessWiiMote(i | 0x100)->Activate(true);
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}
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AudioCommon::InitSoundStream();
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// The hardware is initialized.
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s_hardware_initialized = true;
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// Boot to pause or not
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Core::SetState(core_parameter.bBootToPause ? Core::CORE_PAUSE : Core::CORE_RUN);
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// Load GCM/DOL/ELF whatever ... we boot with the interpreter core
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PowerPC::SetMode(PowerPC::MODE_INTERPRETER);
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CBoot::BootUp();
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// This adds the SyncGPU handler to CoreTiming, so now CoreTiming::Advance might block.
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Fifo::Prepare();
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// Thread is no longer acting as CPU Thread
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UndeclareAsCPUThread();
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// Setup our core, but can't use dynarec if we are compare server
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if (core_parameter.iCPUCore != PowerPC::CORE_INTERPRETER
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&& (!core_parameter.bRunCompareServer || core_parameter.bRunCompareClient))
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{
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PowerPC::SetMode(PowerPC::MODE_JIT);
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}
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else
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{
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PowerPC::SetMode(PowerPC::MODE_INTERPRETER);
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}
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// Update the window again because all stuff is initialized
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Host_UpdateDisasmDialog();
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Host_UpdateMainFrame();
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// Determine the CPU thread function
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void (*cpuThreadFunc)(void);
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if (core_parameter.m_BootType == SConfig::BOOT_DFF)
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cpuThreadFunc = FifoPlayerThread;
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else
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cpuThreadFunc = CpuThread;
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// ENTER THE VIDEO THREAD LOOP
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if (core_parameter.bCPUThread)
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{
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// This thread, after creating the EmuWindow, spawns a CPU
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// thread, and then takes over and becomes the video thread
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Common::SetCurrentThreadName("Video thread");
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g_video_backend->Video_Prepare();
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// Spawn the CPU thread
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s_cpu_thread = std::thread(cpuThreadFunc);
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// become the GPU thread
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Fifo::RunGpuLoop();
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// We have now exited the Video Loop
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INFO_LOG(CONSOLE, "%s", StopMessage(false, "Video Loop Ended").c_str());
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}
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else // SingleCore mode
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{
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// The spawned CPU Thread also does the graphics.
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// The EmuThread is thus an idle thread, which sleeps while
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// waiting for the program to terminate. Without this extra
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// thread, the video backend window hangs in single core mode
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// because no one is pumping messages.
|
|
Common::SetCurrentThreadName("Emuthread - Idle");
|
|
|
|
// Spawn the CPU+GPU thread
|
|
s_cpu_thread = std::thread(cpuThreadFunc);
|
|
|
|
while (PowerPC::GetState() != PowerPC::CPU_POWERDOWN)
|
|
{
|
|
g_video_backend->PeekMessages();
|
|
Common::SleepCurrentThread(20);
|
|
}
|
|
}
|
|
|
|
INFO_LOG(CONSOLE, "%s", StopMessage(true, "Stopping Emu thread ...").c_str());
|
|
|
|
// Wait for s_cpu_thread to exit
|
|
INFO_LOG(CONSOLE, "%s", StopMessage(true, "Stopping CPU-GPU thread ...").c_str());
|
|
|
|
#ifdef USE_GDBSTUB
|
|
INFO_LOG(CONSOLE, "%s", StopMessage(true, "Stopping GDB ...").c_str());
|
|
gdb_deinit();
|
|
INFO_LOG(CONSOLE, "%s", StopMessage(true, "GDB stopped.").c_str());
|
|
#endif
|
|
|
|
s_cpu_thread.join();
|
|
|
|
INFO_LOG(CONSOLE, "%s", StopMessage(true, "CPU thread stopped.").c_str());
|
|
|
|
if (core_parameter.bCPUThread)
|
|
g_video_backend->Video_Cleanup();
|
|
|
|
FileMon::Close();
|
|
|
|
// Stop audio thread - Actually this does nothing when using HLE
|
|
// emulation, but stops the DSP Interpreter when using LLE emulation.
|
|
DSP::GetDSPEmulator()->DSP_StopSoundStream();
|
|
|
|
// We must set up this flag before executing HW::Shutdown()
|
|
s_hardware_initialized = false;
|
|
INFO_LOG(CONSOLE, "%s", StopMessage(false, "Shutting down HW").c_str());
|
|
HW::Shutdown();
|
|
INFO_LOG(CONSOLE, "%s", StopMessage(false, "HW shutdown").c_str());
|
|
|
|
if (init_controllers)
|
|
{
|
|
Wiimote::Shutdown();
|
|
Keyboard::Shutdown();
|
|
Pad::Shutdown();
|
|
init_controllers = false;
|
|
}
|
|
|
|
g_video_backend->Shutdown();
|
|
AudioCommon::ShutdownSoundStream();
|
|
|
|
INFO_LOG(CONSOLE, "%s", StopMessage(true, "Main Emu thread stopped").c_str());
|
|
|
|
// Clear on screen messages that haven't expired
|
|
OSD::ClearMessages();
|
|
|
|
// Reload sysconf file in order to see changes committed during emulation
|
|
if (core_parameter.bWii)
|
|
SConfig::GetInstance().m_SYSCONF->Reload();
|
|
|
|
INFO_LOG(CONSOLE, "Stop [Video Thread]\t\t---- Shutdown complete ----");
|
|
Movie::Shutdown();
|
|
PatchEngine::Shutdown();
|
|
|
|
s_is_stopping = false;
|
|
|
|
if (s_on_stopped_callback)
|
|
s_on_stopped_callback();
|
|
}
|
|
|
|
// Set or get the running state
|
|
|
|
void SetState(EState _State)
|
|
{
|
|
switch (_State)
|
|
{
|
|
case CORE_PAUSE:
|
|
CPU::EnableStepping(true); // Break
|
|
Wiimote::Pause();
|
|
#if defined(__LIBUSB__) || defined(_WIN32)
|
|
GCAdapter::ResetRumble();
|
|
#endif
|
|
break;
|
|
case CORE_RUN:
|
|
CPU::EnableStepping(false);
|
|
Wiimote::Resume();
|
|
break;
|
|
default:
|
|
PanicAlert("Invalid state");
|
|
break;
|
|
}
|
|
}
|
|
|
|
EState GetState()
|
|
{
|
|
if (s_is_stopping)
|
|
return CORE_STOPPING;
|
|
|
|
if (s_hardware_initialized)
|
|
{
|
|
if (CPU::IsStepping())
|
|
return CORE_PAUSE;
|
|
|
|
return CORE_RUN;
|
|
}
|
|
|
|
return CORE_UNINITIALIZED;
|
|
}
|
|
|
|
static std::string GenerateScreenshotFolderPath()
|
|
{
|
|
const std::string& gameId = SConfig::GetInstance().GetUniqueID();
|
|
std::string path = File::GetUserPath(D_SCREENSHOTS_IDX) + gameId + DIR_SEP_CHR;
|
|
|
|
if (!File::CreateFullPath(path))
|
|
{
|
|
// fallback to old-style screenshots, without folder.
|
|
path = File::GetUserPath(D_SCREENSHOTS_IDX);
|
|
}
|
|
|
|
return path;
|
|
}
|
|
|
|
static std::string GenerateScreenshotName()
|
|
{
|
|
std::string path = GenerateScreenshotFolderPath();
|
|
|
|
//append gameId, path only contains the folder here.
|
|
path += SConfig::GetInstance().GetUniqueID();
|
|
|
|
std::string name;
|
|
for (int i = 1; File::Exists(name = StringFromFormat("%s-%d.png", path.c_str(), i)); ++i)
|
|
{
|
|
// TODO?
|
|
}
|
|
|
|
return name;
|
|
}
|
|
|
|
void SaveScreenShot()
|
|
{
|
|
const bool bPaused = (GetState() == CORE_PAUSE);
|
|
|
|
SetState(CORE_PAUSE);
|
|
|
|
Renderer::SetScreenshot(GenerateScreenshotName());
|
|
|
|
if (!bPaused)
|
|
SetState(CORE_RUN);
|
|
}
|
|
|
|
void SaveScreenShot(const std::string& name)
|
|
{
|
|
const bool bPaused = (GetState() == CORE_PAUSE);
|
|
|
|
SetState(CORE_PAUSE);
|
|
|
|
std::string filePath = GenerateScreenshotFolderPath() + name + ".png";
|
|
|
|
Renderer::SetScreenshot(filePath);
|
|
|
|
if (!bPaused)
|
|
SetState(CORE_RUN);
|
|
}
|
|
|
|
void RequestRefreshInfo()
|
|
{
|
|
s_request_refresh_info = true;
|
|
}
|
|
|
|
bool PauseAndLock(bool doLock, bool unpauseOnUnlock)
|
|
{
|
|
if (!IsRunning())
|
|
return true;
|
|
|
|
// let's support recursive locking to simplify things on the caller's side,
|
|
// and let's do it at this outer level in case the individual systems don't support it.
|
|
if (doLock ? s_pause_and_lock_depth++ : --s_pause_and_lock_depth)
|
|
return true;
|
|
|
|
// first pause or unpause the CPU
|
|
bool wasUnpaused = CPU::PauseAndLock(doLock, unpauseOnUnlock);
|
|
ExpansionInterface::PauseAndLock(doLock, unpauseOnUnlock);
|
|
|
|
// audio has to come after CPU, because CPU thread can wait for audio thread (m_throttle).
|
|
DSP::GetDSPEmulator()->PauseAndLock(doLock, unpauseOnUnlock);
|
|
|
|
// video has to come after CPU, because CPU thread can wait for video thread (s_efbAccessRequested).
|
|
Fifo::PauseAndLock(doLock, unpauseOnUnlock);
|
|
|
|
#if defined(__LIBUSB__) || defined(_WIN32)
|
|
GCAdapter::ResetRumble();
|
|
#endif
|
|
return wasUnpaused;
|
|
}
|
|
|
|
// Display FPS info
|
|
// This should only be called from VI
|
|
void VideoThrottle()
|
|
{
|
|
// Update info per second
|
|
u32 ElapseTime = (u32)s_timer.GetTimeDifference();
|
|
if ((ElapseTime >= 1000 && s_drawn_video.load() > 0) || s_request_refresh_info)
|
|
{
|
|
UpdateTitle();
|
|
|
|
// Reset counter
|
|
s_timer.Update();
|
|
s_drawn_frame.store(0);
|
|
s_drawn_video.store(0);
|
|
}
|
|
|
|
s_drawn_video++;
|
|
}
|
|
|
|
// Executed from GPU thread
|
|
// reports if a frame should be skipped or not
|
|
// depending on the emulation speed set
|
|
bool ShouldSkipFrame(int skipped)
|
|
{
|
|
u32 TargetFPS = VideoInterface::GetTargetRefreshRate();
|
|
if (SConfig::GetInstance().m_EmulationSpeed > 0.0f)
|
|
TargetFPS = u32(TargetFPS * SConfig::GetInstance().m_EmulationSpeed);
|
|
const u32 frames = s_drawn_frame.load();
|
|
const bool fps_slow = !(s_timer.GetTimeDifference() < (frames + skipped) * 1000 / TargetFPS);
|
|
|
|
return fps_slow;
|
|
}
|
|
|
|
// --- Callbacks for backends / engine ---
|
|
|
|
// Should be called from GPU thread when a frame is drawn
|
|
void Callback_VideoCopiedToXFB(bool video_update)
|
|
{
|
|
if (video_update)
|
|
s_drawn_frame++;
|
|
|
|
Movie::FrameUpdate();
|
|
}
|
|
|
|
void UpdateTitle()
|
|
{
|
|
u32 ElapseTime = (u32)s_timer.GetTimeDifference();
|
|
s_request_refresh_info = false;
|
|
SConfig& _CoreParameter = SConfig::GetInstance();
|
|
|
|
if (ElapseTime == 0)
|
|
ElapseTime = 1;
|
|
|
|
float FPS = (float)(s_drawn_frame.load() * 1000.0 / ElapseTime);
|
|
float VPS = (float)(s_drawn_video.load() * 1000.0 / ElapseTime);
|
|
float Speed = (float)(s_drawn_video.load() * (100 * 1000.0) / (VideoInterface::GetTargetRefreshRate() * ElapseTime));
|
|
|
|
// Settings are shown the same for both extended and summary info
|
|
std::string SSettings = StringFromFormat("%s %s | %s | %s", cpu_core_base->GetName(), _CoreParameter.bCPUThread ? "DC" : "SC",
|
|
g_video_backend->GetDisplayName().c_str(), _CoreParameter.bDSPHLE ? "HLE" : "LLE");
|
|
|
|
std::string SFPS;
|
|
|
|
if (Movie::IsPlayingInput())
|
|
SFPS = StringFromFormat("VI: %u/%u - Input: %u/%u - FPS: %.0f - VPS: %.0f - %.0f%%", (u32)Movie::g_currentFrame, (u32)Movie::g_totalFrames, (u32)Movie::g_currentInputCount, (u32)Movie::g_totalInputCount, FPS, VPS, Speed);
|
|
else if (Movie::IsRecordingInput())
|
|
SFPS = StringFromFormat("VI: %u - Input: %u - FPS: %.0f - VPS: %.0f - %.0f%%", (u32)Movie::g_currentFrame, (u32)Movie::g_currentInputCount, FPS, VPS, Speed);
|
|
else
|
|
{
|
|
SFPS = StringFromFormat("FPS: %.0f - VPS: %.0f - %.0f%%", FPS, VPS, Speed);
|
|
if (SConfig::GetInstance().m_InterfaceExtendedFPSInfo)
|
|
{
|
|
// Use extended or summary information. The summary information does not print the ticks data,
|
|
// that's more of a debugging interest, it can always be optional of course if someone is interested.
|
|
static u64 ticks = 0;
|
|
static u64 idleTicks = 0;
|
|
u64 newTicks = CoreTiming::GetTicks();
|
|
u64 newIdleTicks = CoreTiming::GetIdleTicks();
|
|
|
|
u64 diff = (newTicks - ticks) / 1000000;
|
|
u64 idleDiff = (newIdleTicks - idleTicks) / 1000000;
|
|
|
|
ticks = newTicks;
|
|
idleTicks = newIdleTicks;
|
|
|
|
float TicksPercentage = (float)diff / (float)(SystemTimers::GetTicksPerSecond() / 1000000) * 100;
|
|
|
|
SFPS += StringFromFormat(" | CPU: %s%i MHz [Real: %i + IdleSkip: %i] / %i MHz (%s%3.0f%%)",
|
|
_CoreParameter.bSkipIdle ? "~" : "",
|
|
(int)(diff),
|
|
(int)(diff - idleDiff),
|
|
(int)(idleDiff),
|
|
SystemTimers::GetTicksPerSecond() / 1000000,
|
|
_CoreParameter.bSkipIdle ? "~" : "",
|
|
TicksPercentage);
|
|
}
|
|
}
|
|
// This is our final "frame counter" string
|
|
std::string SMessage = StringFromFormat("%s | %s", SSettings.c_str(), SFPS.c_str());
|
|
|
|
// Update the audio timestretcher with the current speed
|
|
if (g_sound_stream)
|
|
{
|
|
CMixer* pMixer = g_sound_stream->GetMixer();
|
|
pMixer->UpdateSpeed((float)Speed / 100);
|
|
}
|
|
|
|
Host_UpdateTitle(SMessage);
|
|
}
|
|
|
|
void Shutdown()
|
|
{
|
|
// During shutdown DXGI expects us to handle some messages on the UI thread.
|
|
// Therefore we can't immediately block and wait for the emu thread to shut
|
|
// down, so we join the emu thread as late as possible when the UI has already
|
|
// shut down.
|
|
// For more info read "DirectX Graphics Infrastructure (DXGI): Best Practices"
|
|
// on MSDN.
|
|
if (s_emu_thread.joinable())
|
|
s_emu_thread.join();
|
|
}
|
|
|
|
void SetOnStoppedCallback(StoppedCallbackFunc callback)
|
|
{
|
|
s_on_stopped_callback = callback;
|
|
}
|
|
|
|
void UpdateWantDeterminism(bool initial)
|
|
{
|
|
// For now, this value is not itself configurable. Instead, individual
|
|
// settings that depend on it, such as GPU determinism mode. should have
|
|
// override options for testing,
|
|
bool new_want_determinism =
|
|
Movie::IsPlayingInput() ||
|
|
Movie::IsRecordingInput() ||
|
|
NetPlay::IsNetPlayRunning();
|
|
if (new_want_determinism != g_want_determinism || initial)
|
|
{
|
|
WARN_LOG(COMMON, "Want determinism <- %s", new_want_determinism ? "true" : "false");
|
|
|
|
bool was_unpaused = Core::PauseAndLock(true);
|
|
|
|
g_want_determinism = new_want_determinism;
|
|
WiiSockMan::GetInstance().UpdateWantDeterminism(new_want_determinism);
|
|
Fifo::UpdateWantDeterminism(new_want_determinism);
|
|
// We need to clear the cache because some parts of the JIT depend on want_determinism, e.g. use of FMA.
|
|
JitInterface::ClearCache();
|
|
Common::InitializeWiiRoot(g_want_determinism);
|
|
|
|
Core::PauseAndLock(false, was_unpaused);
|
|
}
|
|
}
|
|
|
|
} // Core
|